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I like Elite: Dangerous. The game's not a revelation at this point, but it's a solid space shooter that could grow into something more. My favorite thing about ED is the docking. I imagine that most people find it tedious, but personally it adds an extra layer of escapism and conjures plenty of old-school flight sim nostalgia. And, of course, it's mechanically satisfying to fly an efficient approach, squeak a big boat through the slot, and micromanage your thrusters all the way down to the landing pad.

All I do in ED is take courier missions, investigate unknown signal sources, and dock. Technically I guess I'm progressing toward a bigger bank account and thus bigger ships, but my particular gameplay experience is pretty simplistic and pretty slow-paced. Is it sandboxy? Eh, not really, but at least it doesn't feel directed, linear, or otherwise pre-planned even when I'm purposely repeating gameplay patterns. There's this sense of being a small part of a larger world, which allows ED to deliver -- somewhat paradoxically -- bite-sized chunks of deep immersion.

What about you, Massively readers? Assuming you're a fan of immersion, have you found it in accessible games or do you think it mostly stems from prolonged engagement with more feature-rich titles?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

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accessibilitydaily-grinddangerousdavid-brabendockdockingeliteelite-dangerousfrontierfrontier-developmentsimmersioninternet-spaceshipkickstarteropinionsandboxsci-fispacespaceshipstdgthe-daily-grindMon, 22 Dec 2014 08:00:00 -0500319|21119567http://massively.joystiq.com/2014/07/11/tamriel-infinium-immersion-matters-in-elder-scrolls-online-and/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
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I'm fully on board with all of the changes ZeniMax listed in its latest state-of-the-game update. My only concern has more to do with personal OCD issues than it does with any long-term effects on Elder Scrolls Online. See, as I mentioned in a previous piece, I love the fact that ZOS allows me to play all of the game's quest content, which is spread across three different factions, on a single character of a single faction. I hate alts, or more accurately, I hate the need for them because they pull me right out of the game world.

Oh yes, I'm going to talk about immersion, even at the risk of inviting a bunch of anti-immersion comments. I'll even define the dreaded "I" word, though of course it's pretty subjective.

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bethesdabethesda-softworksbethsoftcolumnelder-scrollselder-scrolls-onlineescapismesofeaturedimmersionimmersion-is-importantimmersion-mattersimmersion-rantrantroleplayingtamrieltamriel-infiniumtamriel-infinium-jef-reahardtesothe-elder-scrollsthe-elder-scrolls-onlinezenimaxzenimax-onlinezenimax-online-studiosFri, 11 Jul 2014 12:00:00 -0400319|20922474http://massively.joystiq.com/2014/05/16/the-daily-grind-what-are-your-four-pillars-of-mmo-gaming/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
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A few weeks ago, Massively's Star Wars: The Old Republic expert Larry Everett proposed that "ownership" or perhaps the broader term "immersion" should be considered one of the real four pillars of MMO gaming instead of the four that BioWare picked (combat, exploration, progression, and story). This sounds like a fun mind-challenge to me too because I don't think combat is actually essential to MMOs, I couldn't care less about stock progression, and I don't think any MMO can run a good story from the top down unless it's run by gamemasters. Surely we can come up with some better pillars.

Stickiness would be my first pick; games need to keep people coming back because they want to come back, not because they feel they must. Community would make my list as something developers should develop intentionally rather than hope it happens offscreen. Setting to me is far more important than story since how seriously a studio takes its setting determines how invested players will be in their own stories. Customization would round out my quartet; our ability to take charge of our character's development, appearance, home, and activities is crucial to keeping us around. Taken together, those four echo Larry's column -- they're all about ownership in a game, something BioWare's pillars just don't address.

What about you? If you were tasked with coming up with the four pillars of MMO gaming, what would they be?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

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biowarebrianna-royce-tdgdaily-grindfour-pillarsimmersionlarry-everettopinionownershippillarsswtortdgthe-daily-grindtorFri, 16 May 2014 08:00:00 -0400319|20879008http://massively.joystiq.com/2014/05/15/the-daily-grind-would-you-like-more-client-side-customization-o/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2014/05/15/the-daily-grind-would-you-like-more-client-side-customization-o/http://massively.joystiq.com/2014/05/15/the-daily-grind-would-you-like-more-client-side-customization-o/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#commentsLord of the Rings Online's latest patch brings some interesting client-side changes to the long-running fantasy MMO. Namely, the update gives you the ability to turn off other players' cosmetic pets. Turbine's announcement post mentions that this will help if you're having performance problems, but it'll also help with immersion if, like me, you're one of those crazy Tolkien nutters who wants a Tolkien-based MMO to look like Tolkien's Middle-earth.

In fact, I'd love to see the option expanded to include Loremaster combat pets, Runekeeper spell effects, and heck, even an ignore list that filters annoying players out of the game visually instead of just removing their chat. That last one may be technically impossible, but I can dream!

What about you, Massively readers? Would you like to see more client-side customization options in your MMOs? If so, what sorts?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

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client-sideclient-side-modscosmetic-petsdaily-grindf2pfantasyfiltersfree-to-playignoreignore-listimmersionlord-of-the-ringslord-of-the-rings-onlinelotroopinionpetstdgthe-daily-grindturbineturbine-entertainmentThu, 15 May 2014 08:00:00 -0400319|20880188http://massively.joystiq.com/2014/05/05/the-daily-grind-whats-your-favorite-fast-travel-gimmick/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
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Fast travel is ubiquitous in MMOs nowadays, but not every game goes the extra mile to make it an immersive experience. Star Wars: The Old Republic does, at least in my opinion, and I rediscovered as much when I logged in for a few minutes over the weekend.

I picked up my Imperial Agent on Corellia where I'd left off some months before, but I'd forgotten about that spiffy sci-fi tram that speeds you to and from the planet's various quest districts. It's almost like a cutscene, and there may be some zone loading going on in the background, I don't know, but it's much better than a static transition screen with an image.

What about you, Massively readers? Do you have a favorite fast travel gimmick?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

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biowaredaily-grindeaelectronic-artsf2pfast-travelfast-travel-gimmickfree-to-playimmersionloadingloading-screenslucasartsopinionsci-fistar-warsstar-wars-the-old-republicswtortdgthe-daily-grindthe-old-republictorMon, 05 May 2014 08:00:00 -0400319|20879810http://massively.joystiq.com/2014/02/12/free-for-all-can-roleplay-rise-above-the-sexy-stuff/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
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Recently I logged some time in Velvet Sundown, a new pseudo-MMO that places players into small, instanced roleplay groups of 11 characters aboard a ship in order to solve a mystery or to otherwise "win" a roleplay session. It sounds strange, but it really is a very interesting idea. Each character has a different angle on the game, and depending on how that character interacts with the others, he or she also has many different ways of achieving goals. The game also offer a decent text-to-speech tool that gives more life to the characters.

I logged in and was assigned to play the character Malik, who was something of a wise man. My apparent goal was to find a spy, hire a thief to steal secrets, and look for other players who were from the same background. I was also assigned the task of blessing people in the hopes of gaining new disciples.

Excited, I logged in and approached a group of players. Almost as soon as I did, I was disappointed. Within minutes several players were talking non-stop about women's underwear. At first I thought it was part of the story, but then I realized it was simply another great roleplay opportunity taken down by a few jerks.

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beau-hindmanf2pfeaturedffafree-for-allfree-to-playfreemiumImmersionMOBAmobasopinionraidingroleplayRolePlayingsecond-lifevelvet-ropevelvet-sundownWed, 12 Feb 2014 17:30:00 -0500319|20826906http://massively.joystiq.com/2014/01/29/the-daily-grind-what-zones-feel-real-to-you/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
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Let's face it: Some MMO game zones seem as real as a set on the stage of a high school play. They check off all of the fantastic features that give art directors goosebumps, but when you're in those areas you can't quite shake the feeling that it's a façade put on for your benefit.

Then there are those special places that check off all of the boxes on your own list instead, gelling together to create an environment that feels utterly believable. I encounter these places in Lord of the Rings Online quite often, especially when I go through terrain types that exist in the real world but are rarely seen in games. Maybe I'm strange to get a thrill out of a fog-shrouded swamp, but it's better than another lava zone.

So what MMO zone feels real to you? What gets you all well and properly immersed?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

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daily-grindimmersionlord-of-the-rings-onlinelotroopinionrealrealitytdgthe-daily-grindzonezonesWed, 29 Jan 2014 08:00:00 -0500319|20816556http://massively.joystiq.com/2013/11/13/free-for-all-five-ways-to-create-immersion-in-mmos/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2013/11/13/free-for-all-five-ways-to-create-immersion-in-mmos/http://massively.joystiq.com/2013/11/13/free-for-all-five-ways-to-create-immersion-in-mmos/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#commentsImmersion. I've used the word so much over the past several years that it has almost lost all meaning. I've played around with my Immersion Project, a set of rules designed to force me to play in a way that creates an almost physical connection with my characters. I've written about immersion and why it is important. I've even played the other side and fell in love with MMOs that are seemingly designed to be anything but immersive. It's one of those flashy terms that sounds more complicated than it is.

The fact is that it's important only to those who value it. And those who value it do not value it all the time. Immersion is simply a feeling of being lost in an MMO. It's the same feeling we get when reading a good book or when completely entrenched in a good movie. It's a feeling that designers must pay attention to, but if you pay too much attention to it, the game you design can miss the mark.

So what defines immersion for me? Well, it's easier to list off some specific game elements that help me feel immersed.

As per usual with each $1 million milestone, CIG head honcho Chris Roberts responded with a Letter from the Chairman and a sneak peek at upcoming stretch goals. This latest milestone unlocked public transportation, and while that may sound somewhat -- ahem -- pedestrian at first, consider Roberts' description. "A public transportation system may not seem as sexy as a new bomber or a cruiser, but it speaks directly to the goal of making Star Citizen an immersive, world-building experience," he says. "Instead of having a simple fast travel option like an MMORPG, Star Citizen will feature a living, breathing system to support that gameplay requirement... a system that will be impacted by the economy and player actions in all sorts of exciting ways!"

Roberts also unveiled the game's $26 million stretch goal, which takes the form of expanded capital ship systems like damage control teams, bulkheads to slow boarders, and various navigation and engineering console management options.

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chris-robertscloud-imperiumcloud-imperium-gamescrowdfundingimmersioninternet-spaceshipskickstarterletter-from-the-chairmansandboxsci-fispaceshipstar-citizenstar-citizen-24-millionstar-citizen-public-transportationstretch-goalsWed, 23 Oct 2013 18:00:00 -0400319|20752584http://massively.joystiq.com/2013/09/23/the-daily-grind-what-little-things-does-your-favorite-mmo-do-we/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
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I'm enjoying Final Fantasy XIV quite a bit, and it's not just because of the spiffy multiclassing system or Square's gorgeous fantasy trappings. It's also the little things like the fact that my avatar emotes while sitting down as well as the addictive fishing minigame with its nifty animations and niftier fishing log. And let's not forget the sleepy-time arrangement of the traditional Final Fantasy victory theme as my character curls up on his inn room bed after a hard day of adventuring.

What about you Massively readers? Surely you have a few small-but-essential features that keep you coming back to your favorite MMO. What are they?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

We've had early previews thanks to leaks, but Chinese manufacturer Xiaomi -- more recently known as the new home of former Google exec Hugo Barra -- just took the wraps off of a new flagship Android phone and smart TV. The MI3 candy bar phone is available with either a 1.8GHz Tegra 4 processor or Snapdragon 800 CPU (the more powerful MSM8974AB variant), with the former heading to China Mobile's TD-SCDMA network, while the latter landing on China Unicom's WCDMA network and China Telecom's CDMA2000 network. Both flavors sport a 5-inch 1080p IPS LCD built by Sharp or LG with "ultra sensitive touch" that works even when the user has wet hands or has gloves on. %Gallery-slideshow79640% %Gallery-slideshow79643%

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androidchinacirruslogicCS42L73featuredfeatureshands-onhdpostcrossImmersionmi3miphone3miuimobilepostcrossMSM8974ABsnapdragon600snapdragon800tegra4videowistronxiaomixiaomiphonexiaomiphone3xiaomitvThu, 05 Sep 2013 03:23:00 -040021|20712266http://massively.joystiq.com/2013/07/18/ask-massively-taboo-topics/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
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In the US, we have a joke about how you never discuss politics or religion with friends if you want to keep those friends, which is a shame since those are usually the most interesting subjects, especially when it's three in the morning and you're out of jello shots. Today's topic might seem as if it's about religion and politics on the surface, but it's really not. A reader named Ediz wrote to us with the following question:

While browsing the official Neverwinter forum guild recruitment section, I noticed several guilds openly advertising their religious orientation. I think this is really bad, even if they accept non-religious members. This type of behaviour should be strongly dealt with by community managers. The last thing I want in a game and especially MMO is to see people's religious, sexual, or political orientations openly advertised as it just ruins my immersion. I politely complained about it on the thread, and my post has been casually removed by the moderators. What is wrong with these guys?

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adviceadvice-columnask-massivelyblizzardbreaking-my-immersionsbrianna-royce-ask-massivelycommentercommentsfeaturedguildguildshumorimmersionimmersionsLGBTmassively-metametaneverwinteropinionpoliticsreader-questionsreligionsexual-orientationtabootaboo-topicstaboosWorld-of-WarcraftwowThu, 18 Jul 2013 10:00:00 -0400319|20664090http://massively.joystiq.com/2013/06/28/tamriel-infinium-immersing-yourself-in-the-elder-scrolls-online/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
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Throughout my time as a gamer, I have seen game designers struggle with immersion because not everyone views immersion the same way and every designer wants his game to pull you in. The more you play one designer's game, the more likely you will buy his or her next game. In the case of MMOs, the greater the immersion, the greater chance you will spend more money on subscriptions or in the cash shop. Some gamers find first-person views with in-your-face action immersing; some, like me, find rich lore and a solid storyline immersing.

The Elder Scrolls Online faces perhaps the hardest task. Not only does this game strive to immerse the already existing divisions between the RPG crowd, but it also has to contend with the different platforms on which it's releasing. Our commenters on this site are heavily divided on the console-vs.-PC subject. To top it off, some have already been turned off by Bethesda's shying away from calling the game an MMO.

After I watched the clip a second time, I realized not only that the cars fit neatly into the world that Jake Song and company have created but that they tickled my fancy in the same way that numerous other elements in the game have done over the years.

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aaarche-agearcheagearcheage-automobilearcheage-carcolumnfantasyfeaturedimmersionjake-songkoreakorean-mmoslost-continentpvpsandboxsandparktriontrion-worldswhimsicalwhimsyxl-gamesxlgamesThu, 06 Jun 2013 10:00:00 -0400319|20595840http://massively.joystiq.com/2013/06/03/star-citizen-devs-pay-tribute-to-oculus-co-founder-reisse/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
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The Star Citizen team has posted a tribute to Oculus Rift co-founder Andrew Reisse, who died last Thursday after being struck by a car that was fleeing a crime scene.

Here at Cloud Imperium Games, the moment we saw the Oculus Rift, there was no question that we had to support it. Here was technology that would allow the player to inhabit the game world like nothing before. Even better, it was another crowdfunding success story: like space sims, big publishers had decided VR was unprofitable, and here were gamers proving them wrong.

We are extremely gratified by the support Oculus has provided our project since our launch. Like us, Andrew and his team dreamed of letting gamers experience their worlds like never before. Now the device he made possible is going to let gamers explore distant star systems with a level of realism no one ever believed possible. We hope that's a fitting tribute.

Star Citizen tribute
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andrew-reissechris-robertscloud-imperiumcloud-imperium-gamescrowdfundingimmersioninternet-spaceshipskickstarteroculus-riftriftsandboxsci-fispaceshipstar-citizenvirtual-realityvrMon, 03 Jun 2013 20:30:00 -0400319|20597751http://massively.joystiq.com/2013/05/19/stick-and-rudder-why-all-the-love-for-roberts-and-star-citizen/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
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I was talking with a gaming buddy recently who missed the whole space sim experience in the 1990s. He's a Star Wars fan and a real-life pilot pushing 40, so it surprised me to learn that he'd never heard of Wing Commander, Freespace, X-Wing, and the like. My jaw really hit the floor as our conversation turned to current games and I began to evangelize about Star Citizen and Chris Roberts.

See, I'm one of those sandbox carebears who could not care less about PvP. I'll attempt to defend myself if attacked, and I'll add another body to the zerg if I'm in a clan or whatever, but I don't seek out conflict with other players. I mention this because that attitude obviously informs everything I write about Darkfall, which, at its core, is a great big high fantasy murder simulator.

Yes, the game has crafting, harvesting, player housing, and better PvE than it's given credit for, but on some level all of this stuff exists to power the FFA PvP meatgrinder that in turn attempts to satiate the bloodlust of Aventurine's target demographic.

And would you believe that despite that, Darkfall is still one of this carebear's favorite MMORPGs?

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agonaventurinecarebeardarkfalldarkfall-launchdarkfall-launch-diarydarkfall-unholy-warsdffantasyfeaturedhands-onimmersionlaunch-diarymmo-travelogueopen-pvppvepvpsandboxunholy-warsunholy-wars-launchThu, 18 Apr 2013 12:30:00 -0400319|20543513http://massively.joystiq.com/2013/02/04/chaos-theory-mounting-a-campaign-for-vehicles-in-the-secret-wo/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
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It makes sense that while I am spending a week traveling about in this world, my mind turns to the subject of travel within The Secret World. Thankfully, some aspects of transportation in reality are not a part of our online world; I don't know if I could stand being stuck on a tarmac out at the Kingsmouth Airport! But with all the trappings of various vehicles littered all about the landscape, it's difficult to not want to snag one for personal use.

The desire to add these mechanical mounts isn't even about the need for speed; folks already have various speed boosts, and the world doesn't need to get smaller by our traveling each zone at an even quicker pace. It not about getting somewhere more quickly; it's about the feel of a living, immersive world. How many of you have come upon a bicycle or a scooter in TSW and had the instant urge to hop on? Or what about the slick motorcycle, sitting there, begging for a rider? I'm certainly not one to say, "Pfft, forget those sweet wheels; I prefer hoofing it when evading zombies." Having to walk on by is an immersion-breaker in a game where ambiance and immersion are two of the defining features.

So if the goal is to enhance immersion without making the zones seem even smaller, how would mounts work? I'm glad you asked!

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3-faction3-factionsbicycleBicyclesbikebuy-to-playchaos-theoryconspiracyconspiracy-thriillerdark-days-are-comingdragonfactionfaction-pvpfantasyfeaturedfuncomhorrorilluminatiimmersionmountsmythologyopinionsci-fantasysecret-worldsecret-world-chaos-theoryskill-basedsubscriptionlesstemplarsthe-secret-worldthe-secret-world-chaos-theorythree-factionthree-faction-pvpthree-factionstransportationtswtsw-chaos-theorytsw-dragonvehiclesMon, 04 Feb 2013 15:00:00 -0500319|20446989http://massively.joystiq.com/2013/01/12/the-daily-grind-do-you-want-to-worry-about-ammunition/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
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Despite the fact that my thief in Guild Wars 2 carries pistols which appear to be capable of holding one shot at a time, I don't recall her ever reloading. Nor do I recall ever having to buy the oxcarts full of ammunition that she apparently has at all times, because it has to come from somewhere. Like many games, Guild Wars 2 does away with worries about ammunition and focuses instead on just giving you weapons that fire when you want.

On the one hand, this makes sense -- ammunition in World of Warcraft was such a hassle that the designers eventually did away with it altogether. It's a break in verisimilitude for ease of play. On the other hand, removing the need for ammunition removes the possibility of special types of ammunition, and the ease of play issues could be addressed in other ways. So do you want ammunition in your game? Or would you prefer to just have an infinite quiver and focus on shooting arrows?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

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ammoammunitionarrowsbowsbulletscrossbowsdaily-grindgame-mechanicsgunsimmersionmore-dakkaopinionpistolsreloadingriflesshootingshotstdgthe-daily-grindverisimilitudeSat, 12 Jan 2013 08:00:00 -0500319|20426913http://massively.joystiq.com/2013/01/08/the-soapbox-stop-reminding-me-that-im-playing-a-game/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2013/01/08/the-soapbox-stop-reminding-me-that-im-playing-a-game/http://massively.joystiq.com/2013/01/08/the-soapbox-stop-reminding-me-that-im-playing-a-game/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#comments
To me, the most amazing part of a video game is the way that it can steal you away from the real world in a way that nothing else quite can. A good book or film will take your focus for several hours, but you're still aware that there's a layer between you and the media. A good game blurs that, lets you creep into the game world for a while and experience things you never would otherwise. There are moments of wonder and joy that you can feel from a few hours in games that are simply unmatched.

So please, stop ruining it.

MMOs in particular have gotten bad about this. It's ironic, as the genre as a whole lends itself to people taking a step into another world. But what's changed isn't a matter of systems or mechanics, just a sense of what designers feel are completely acceptable breaks between in-game reality and the real world. It's annoying. So stop reminding me that I'm playing a game, will you?

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cultureeditorialescapismfeaturedhumorimmersionop-edopinionpop-culturerantrantsreminderssettingsoapboxthe-soapboxverisimilitudeTue, 08 Jan 2013 13:30:00 -0500319|20418155http://massively.joystiq.com/2012/12/12/chaos-theory-top-reasons-to-check-out-the-secret-world-today/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
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A league of its own.

No, I'm not talking about a 1992 baseball movie; I'm talking about Funcom's most recent addition to the MMO-verse, The Secret World (which ironically launched exactly 20 years and a day after the release of the movie. Coincidence? You never know when this game's involved!). In a landscape awash with clones, The Secret World brings something unique to the table. Instead of the standard fantasy or sci-fi flavored whack-a-mole themepark, TSW is a horror- and conspiracy-laden game set right in our own real world.

It's not just that the game's mold-breaking gene that sets it apart, either. The fact is there are a number of reasons you should load in and experience this game if you haven't already, and there are plenty of reasons to come back if you have drifted away. From unique features to a distinctive level of immersion to an unprecedented update schedule, TSW is definitely a keeper. In short, it's well worth the time to check out. And now that it is possible for anyone to continue her adventures without a monthly commitment, what are you waiting for?

Immersion is known for guarding its haptic feedback patents with enthusiasm -- just ask Microsoft, among others. Motorola learned first-hand when Immersion sued over the use of basic haptic technology in May, but all that's water under the bridge now that Motorola's new parent Google is settling the matter out of court. While the exact sums aren't public, Google will pay Immersion to address any relevant past shipments, license the patents for future Motorola shipments and take care of "certain issues" with Google-badged hardware using the disputed vibration techniques. Immersion's end of the bargain is simply to end its legal action, including an ITC complaint, although the company makes clear that non-Motorola Android phones aren't covered by the deal. We're sure Google isn't happy to shoulder additional costs on top of its $12.5 billion Motorola acquisition, although it may see the settlement as a matter of establishing focus. After all, there's bigger fish to fry.

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androidgooglehapticHapticFeedbackimmersionitclawsuitmobilepostcrossmotorolapatentssettlementTue, 27 Nov 2012 11:23:00 -050021|20389418http://massively.joystiq.com/2012/11/16/the-daily-grind-do-mmo-crossovers-break-your-immersions/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
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When I was a kid, I read a post-Vietnam fantasy novel called Doomfarers of Coramonde that should have ruined crossover fiction for me forever. I just couldn't take seriously an Army hero whisked away by magic and plunked into a world of dragons and castles and sorceresses.

MMO crossovers can likewise break my immersions. I'm not talking about sequels, and I'm not even talking about the unholy marriage of EVE Online and DUST 514. I'm talking about Funcom putting leet pets from Anarchy Online into The Secret World's cash shop, which is a thing that did in fact happen yesterday. It joins the Ultima Online ankh necklace my character wore in Warhammer Online on the list of bizarre cross-MMO promotions that really don't make a whole lot of sense in-character. Why in the world would my character in TSW have an adorable leet pet from the the planet of Rubi-Ka? What's next -- cupid wings on Ewoks? Oh. Right.

So what do you think, morning crew and minipet-hoarders? Does this sort of promotion satisfy some deep craving, or does it just break your immersions?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

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Anarchy-Onlineankhaobreaking-my-immersionsbrian-daleybrianna-royce-tdgcross-promotioncrossoverdaily-grinddoomfarers-of-coramondefuncomimmersionimmersionsleetminipetmmo-crossoveropiniontdgthe-daily-grindthe-secret-worldtswFri, 16 Nov 2012 08:00:00 -0500319|20381203http://massively.joystiq.com/2012/10/25/star-citizens-roberts-doesnt-want-to-watch-batman-on-his-iphon/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
http://massively.joystiq.com/2012/10/25/star-citizens-roberts-doesnt-want-to-watch-batman-on-his-iphon/http://massively.joystiq.com/2012/10/25/star-citizens-roberts-doesnt-want-to-watch-batman-on-his-iphon/?utm_source=Feed_Classic&utm_medium=feed&utm_campaign=Massively#commentsStar Citizen space sim guru Chris Roberts is a great interview. We should know, since he just talked our ears off on this week's Massively Speaking podcast. The Wing Commander creator also has some pretty strong opinions about the state of the games industry that he's returned to after an extended break.

While Roberts acknowledges that "there are cool things you can do on mobile," he also questions the wisdom of abandoning traditional platforms for it.

If you think about Angry Birds --Rovio, right?-- it's the biggest outlier in the history of gaming. I mean, they've had a billion downloads. Last year, they did $100 million in revenue, and of that, $30 million was licensing. So they actually did $70 million in revenue off their core business, which is mobile. And they're an order of magnitude bigger than [other mobile developers] in terms of single-game sales.

You compare and contrast that with, say, Call of Duty that does $1 billion every year. It's doing well over 10 [times] what [Rovio] is doing. Now, there aren't one billion downloads of Call of Duty, but people pay $60 [each] for it. And you've got World of Warcraft, and plenty of other things that are doing around $500 million, like Madden or Battlefield. What that tells you is that the core gamer is willing to pay for the premium experience.

Roberts goes on to explain how he believes that new trends can co-exist with traditional models, but he also points out the inherent limitations that bother him as a gamer. "For me, the analogy is I can watch Dark Knight Rises on my iPhone, but do I want to? I want to go see it on a big-ass IMAX screen. I'm into games because I like to have that immersion. And I just can't do it on a mobile [device], and I can't do it on a Facebook game."

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chris-robertscore-gamingimmersionmobilepc-gamingsandboxsci-fistar-citizenThu, 25 Oct 2012 13:30:00 -0400319|20360911http://massively.joystiq.com/2012/09/14/mmo-blender-using-older-mmos-to-build-a-perfectly-paced-world/?utm_medium=feed&utm_source=Feed_Classic&utm_campaign=Massively&ncid=rss_semi
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One of the issues I have with so many modern AAA titles is that when I play them, I immediately feel forced through a series of noisy and chaotic moments. I know that these tutorials are supposed to make me feel as though I am stepping into a sort of world-on-fire, but to me it just feels like a mess. RIFT is a great game, truly, but every time I want to start a new character or try the game out again, I dread going through the annoying tutorial. It's so demanding. It grabs my hand and pulls me through a linear series of non-discoveries.

Now, this might just be my fading gamer memory, but I distinctly remember how it felt to be dropped off in the middle of nowhere in an MMO. While there are a few modern titles like Wurm Online that basically do the same thing, the mystery and immersion of those first few levels in most major MMOs has been replaced by sheer noise. I don't like it.

Good pacing is a wonderful thing. If it's tweaked just right, players feel immediately invested in a world even while feeling completely lost. I'd like to make this week's dream MMO using those older-game designs. It's time to slow down.